stinger_m/zscript/stinger.zsc
2018-06-06 19:53:37 +02:00

185 lines
4.1 KiB
Text

Class StingerAmmo : Ammo
{
Default
{
Tag "Tarydium Shards";
Inventory.Icon "I_Stingr";
Inventory.PickupMessage "You picked up 40 Tarydium Shards.";
Inventory.Amount 40;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 80;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 10;
}
States
{
Spawn:
SAMO A -1;
Stop;
}
}
Class StingerProjectile : Actor
{
Default
{
Obituary "%o was perforated by %k's Stinger.";
DamageType 'shot';
DamageFunction Random[Stinger](15,25);
Speed 40;
Radius 2;
Height 2;
PROJECTILE;
+SKYEXPLODE;
+BLOODSPLATTER;
}
States
{
Spawn:
TPRJ A -1 Bright;
Stop;
Death:
TNT1 A 0
{
if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5);
else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
}
TPRJ BCDEFG 2 Bright;
Stop;
XDeath:
TNT1 A 1 A_PlaySound("stinger/flesh");
Stop;
}
}
Class Stinger : UnrealWeapon
{
Default
{
Tag "Stinger";
Inventory.PickupMessage "You picked up the Stinger.";
Weapon.UpSound "stinger/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 7;
Weapon.AmmoType "StingerAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "StingerAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 40;
}
action void A_StingerFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
Actor p = Spawn("StingerProjectile",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
action void A_StingerAltFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
A_PlaySound("stinger/altfire",CHAN_WEAPON);
Actor p;
double a, s;
Vector3 dir;
for ( int i=0; i<4; i++ )
{
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
a = FRandom[Stinger](0,360);
s = FRandom[Stinger](0,0.08);
dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p = Spawn("StingerProjectile",origin);
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
}
States
{
Spawn:
STNP A -1;
Stop;
STNP B -1;
Stop;
Select:
STNS A 1 A_Raise(int.max);
Wait;
Ready:
STNS ABCDEFGHIJKLMNOPQRSTU 1 A_WeaponReady(WRF_NOFIRE);
Idle:
STNI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
STNF A 2
{
A_PlaySound("stinger/fire",CHAN_WEAPON);
A_StingerFire();
A_Overlay(PSP_FLASH,"MFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
STNF BC 2;
STNI A 3;
STNI A 0 A_Refire(1);
Goto Idle;
STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,1.0,true);
Hold:
STNH A 1
{
A_StingerFire();
A_Overlay(PSP_FLASH,"MFlashHold");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
STNH BCDEFG 1;
STNH A 0 A_Refire();
STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON);
Goto Idle;
AltFire:
STNF A 2
{
A_StingerAltFire();
A_Overlay(PSP_FLASH,"MFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
STNF BC 2;
STNI A 35; // yes, 1 second cooldown
Goto Idle;
Deselect:
STND ABCDEFGHIJK 1;
STND K 1 A_Lower(int.max);
Wait;
MFlash:
STFF ABC 2 Bright;
Stop;
MFlashHold:
STFH ABCDEFG 1 Bright;
Stop;
}
}